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getting started platforms
The runtime contains platform-specific mod storage, package, and AssetBundle paths for Windows, Android, and WebGL. Windows is the primary development target. Android and WebGL support is implemented but is not yet release-certified; the remaining hands-on checks are tracked in the v1 release checklist.
| Behavior | Windows | Android | WebGL |
|---|---|---|---|
| Mod storage |
Mods beside the game executable |
Mods inside Application.persistentDataPath
|
Mods inside Application.persistentDataPath
|
| Intended install route | Manual folder, local .capmod, or catalog |
In-game catalog | In-game catalog |
| AssetBundle platform tag | windows |
android |
webgl |
| Maximum one archive | 256 MiB | 256 MiB | 32 MiB |
| Maximum dependency install batch | 512 MiB | 512 MiB | 64 MiB |
| Catalog download staging | Temporary file | Temporary file | Memory |
| Release-build smoke test | Required | Pending | Pending |
The size values above are enforced by the current runtime. See Resource limits for the rest of the safety ceilings.
Build an Android AssetBundle whenever the pack uses Unity-bundled assets and declare it with "platform": "android" in assetBundles. Portable JSON and image-only packs do not need a bundle unless their content type requires one.
Install through the in-game catalog. The runtime resolves storage as Application.persistentDataPath/Mods; its physical location is device- and Unity-version-dependent, so the public workflow does not require authors or players to browse it directly. Restart the game after installation so discovery and dependency ordering run from a clean startup.
Before advertising Android support, exercise install, update, rollback, enable/disable, dependency failure, and an actual gameplay load on the target release build. This hands-on matrix is not yet complete.
Build a WebGL AssetBundle and declare it with "platform": "webgl" when the pack uses bundled Unity assets. Keep archives below 32 MiB and the selected pack plus newly required dependencies below 64 MiB. WebGL downloads are staged in memory, so a package that fits desktop or Android limits can still be rejected.
Use the in-game catalog rather than assuming filesystem access. The runtime targets Application.persistentDataPath/Mods; browser persistence and quota behavior depend on the hosting and browser environment. Restart or reload the game after installation, then verify that the installed pack survives a fresh session.
Before advertising WebGL support, test catalog refresh, install, persistence after reload, update, rollback, dependency errors, quota failure, and gameplay in the exact hosted build. This hands-on matrix is not yet complete.
If a manifest lists AssetBundles, a local .capmod must contain the bundle for the current platform. At runtime, a missing or unloadable matching bundle can produce a warning and allow portable data fallbacks where the content type supports them. Do not rely on that warning path as cross-platform support: either ship the matching bundle or verify that the pack is genuinely portable.
This page deliberately distinguishes code-confirmed behavior from release certification. A checked implementation path is not evidence that a browser, device, store build, or hosting configuration has passed the release matrix.
Published from Docs/Modding/Public. The repository documentation is the canonical source.
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- Getting started
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Reference
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